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Masterwork Explained

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Masterwork Explained
When a character reaches the rank of Master within their chosen specialization, they can create what is called a 'Masterwork'.

Masterworks are the pinnacle of mortal creation: Crafts with impeccable quality, bordering on perfection. Any craftable item is able to become a masterwork, although some crafts and materials benefit greater than others. A masterwork can be created every 3 months, at which time a Master must hold the item they wish to be masterworked, and run the command /masterwork create. The command will run and check your HollowCrafting cooldown, and then provide the masterwork. . Once resolved, the item will have the [Masterwork] tag replace the general 'quality' tag of the item, acting as an indicator for the unique and general Masterwork effects. This quality indicator is what DMs and others should consider when the question of whether or not the item succeeds in its purpose and goals, as well as how damaged the item might be after an event. Only rarity 3 and 4 have unique masterwork effects, listed underneath each material [here]. Bestiary materials have their descriptions and masterwork descriptions on their individual pages, found in the Bestiary [here]. Only the primary material of a craft benefits from the unique effects available to rarity 3 and 4 materials. For example: An Irzis-Fyr axe with an Eizholz handle will only have the unique effects of Irzis-Fyr.

General effects are organized by professions, not just specializations. A full list of general masterwork effects is provided below.
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[All]

Masterworks avoid the [Damaged] state as a result of their increased quality and sturdiness compared to regular crafts. When a craft would otherwise normally end up [Damaged], masterworks instead remain [Intact]. Tags like [Broken] and [Ruined] remain a possibility depending on circumstance and the damage source involved (as outlined in the individual examples below, like a full-speed collision for ships).

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[Smithing]

Manacles and Collar:
These items have solid locking mechanisms, unable to be picked by mundane means. They fit snuggly, tight, and never loosen.

Weapons: Weapons are perfectly balanced, providing great control over the weapon. Edges are sharper, points are narrower, blunt weapons are shaped to distribute force better. Masterworked weapons hold a marginal advantage against sub-par equipment. Grips are well-aligned, allowing for great edge control, as well as providing a sturdy grip on the weapon, only the most strong of grapples can disarm the weapon from the ergonomic grip.

Armor: Armor is fitted perfectly and sit snug on the body, dispersing force better across the body. Pieces are more intricate and articulated, allowing for greater coverage, while losing no range of motion in the body. Armor plates are forged in such a way where lighter blows often slide off and away, requiring greater force to impact those behind the plate. Helmets rarely rattle to disorient their wearer, and are well-ventilated, allowing for greater breath control during combat.

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[Carving]

Bows:
Smooth of draw and more accurate, masterworked bows rarely require upkeep to remain straight shooters. Arrows can be drawn quicker and more rapidly, as the effort to align the arrow and draw the bow are minimized by the quality of the craft. Bows can remain strung without detriment to the weapon.

Crossbows: Complex mechanisms allow for marginally faster shooting. A smooth bolt-well allows for more accurate shots, comparable to a non-masterwork bow with its shots. Crossbows can remain strung without detriment to the weapon.

Ships and Boats: Masterwork vessels traverse the waters faster, and with less necessary crew to operate fully. Only stormy seas tip these vessels, and only full-speed collisions damage the ship enough to threaten it to sink.

Siege Equipment: Complex mechanisms allow for marginally faster shooting, and with less necessary crew to operate fully. Siege weapons are more accurate, requiring less calibration to find their shot. Excellent craftsmanship allows for easier traversal of terrain, allowing for faster mobilization. Travel does not interfere with the equipment's calibration.

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[Tailoring]

Clothing and Armor:
Clothes have a higher thread count, and have vibrant colors and intricate designs. Much softer than normal, masterworked clothing can be either more breathable for warmer environments, or provide more coverage for the colder north. Leather is cured to be more supple, but more resistant to damage. Range of motion is not limited, even with thicker, more sturdy, armor-like leathers. Leather equipment is likewise water resistant, bordering on waterproof, depending on the type of craft, as the seams are woven tightly together. Well fit equipment allows for almost no additional noise when moving.

Footwear: Well fitted and sturdy, footwear are reinforced to allow for greater traction against slippery surfaces.

Gloves: Fitted perfectly, masterworked gloves allow for firm grips that rarely slip, and never get in the way of the wearer's dexterity.
 
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